From d575e0afe304d0096f8014f7f411bf28c126cc0b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Mon, 25 Jan 2016 10:57:27 +0100 Subject: [PATCH] wined3d: Make distinction between sampler index and sampler bind index. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit For SM4+ sampler index is not necessarily equal to sampler bind index. Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f08cc0227ea..4d8cac14480 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2832,7 +2832,7 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction } static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, - DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle, + unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; @@ -2850,9 +2850,9 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; - fixup = priv->cur_ps_args->color_fixup[sampler]; + fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx]; - if (priv->cur_ps_args->np2_fixup & (1u << sampler)) + if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx)) np2_fixup = TRUE; } else @@ -2866,7 +2866,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s shader_addline(ins->ctx->buffer, "vec4("); shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ", - sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler); + sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx); for (;;) { @@ -2882,7 +2882,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s if (np2_fixup) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; - const unsigned char idx = priv->cur_np2fixup_info->idx[sampler]; + const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx]; switch (shader_glsl_get_write_mask_size(sample_function->coord_mask)) { @@ -4281,7 +4281,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; enum wined3d_shader_resource_type resource_type; - unsigned int resource_idx, sampler_idx, i; + unsigned int resource_idx, sampler_bind_idx, i; enum wined3d_data_type dst_data_type; struct glsl_src_param lod_param; char dst_swizzle[6]; @@ -4299,7 +4299,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) resource_idx = ins->src[1].reg.idx[0].offset; resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param); - sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, + sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT); if (resource_type >= ARRAY_SIZE(texture_size_component_count)) @@ -4314,7 +4314,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) shader_addline(ins->ctx->buffer, "vec4("); shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ", - shader_glsl_get_prefix(version->type), sampler_idx, lod_param.param_str); + shader_glsl_get_prefix(version->type), sampler_bind_idx, lod_param.param_str); for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i) shader_addline(ins->ctx->buffer, "0, "); @@ -4322,7 +4322,7 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) { shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)", - shader_glsl_get_prefix(version->type), sampler_idx); + shader_glsl_get_prefix(version->type), sampler_bind_idx); } else { @@ -4338,15 +4338,15 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) { struct glsl_src_param coord_param, lod_param; struct glsl_sample_function sample_function; - unsigned int sampler_idx; + unsigned int sampler_bind_idx; shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); - sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, + sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT); - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, + shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, NULL, NULL, lod_param.param_str, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } @@ -4355,13 +4355,13 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) { struct glsl_sample_function sample_function; struct glsl_src_param coord_param; - unsigned int sampler_idx; + unsigned int sampler_bind_idx; shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); - sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, + sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset); - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, + shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, NULL, NULL, NULL, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } @@ -4370,15 +4370,15 @@ static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins) { struct glsl_src_param coord_param, lod_param; struct glsl_sample_function sample_function; - unsigned int sampler_idx; + unsigned int sampler_bind_idx; shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOD, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); - sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, + sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset); - shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, ins->src[1].swizzle, + shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, NULL, NULL, lod_param.param_str, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); }